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Final Strike

( Savage Species, p. 34)


Your death throes are destructive.


Acid, air, cold, earth, electricity, fire, or water subtype,


When you are killed (that is, when your hit points drop to -10 or lower), your body explodes in a final strike a blast of elemental destruction according to the table below. Everything within 60 feet is subject to the effect. Your final strike deals 1d6 points of damage per Hit Die, up to a maximum of 20d6. Each creature in the area may make a successful Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier) to halve the damage dealt. The blast also has a secondary effect, which can be reduced or negated (as shown on the table below) by a second successful save of the type indicated (same DC as the save against the primary damage).

Subtype Primary Damage Secondary Damage
Acid Acid Blindness for 2d4 rounds, Fortitude negates
Air Blast of wind (bludgeoning damage) Destructive harmonics (1d6 sonic damage per 2 Hit Dice; Reflex half)
Cold Cold Ice shards (1d6 piercing damage per 2 Hit Dice; Reflex half)
Earth Blast of rock shards Earthquake (as spell, Reflex save according to effect)
Electricity Lightning Thunderclap (1d6 sonic damage per 2 Hit Dice, stun for 1 round, deafen for 4d6 rounds; Reflex half and no deafness)
Fire Fire Light blast (1d6 damage per 2 Hit Dice; Reflex half)
Water Blast of water (bludgeoning damage) Drench (extinguish nonmagical fire automatically, or magical fire as dispel magic cast by a sorcerer whose level equals your HD total)


A final strike renders your corpse unsuitable for raise dead or resurrection spells. Only true resurrection, miracle, or wish can restore life.

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